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Returning 35 results for 'both bestial diffusing common roof'.
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races
Lorwyn: First Light
Boggarts are Small, squat goblinoids found in the realm of Lorwyn-Shadowmoor. They possess bestial physical features, including horns and animal- like snouts. Beyond these commonalities, boggart
dangers in pursuit of new experiences, and adventurers are common.
Lorwyn boggarts also have a knack for magic. Boggarts who feel drawn to learning and using these natural affinities often become
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
Shifters are sometimes called weretouched, as they are descendants of people who contracted full or partial lycanthropy. Humanoids with a bestial aspect, shifters can’t fully change shape, but
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
Monsters
The Book of Many Things
Minauros, Hulgaz appears regal yet perpetually sodden, her matted hair tangled with her soggy garments. For all her majesty, Hulgaz’s fiendish nature is apparent in her monstrous features: bestial
her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.
Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself
Magic Items
Acquisitions Incorporated
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
;Tabaxi on a Hot Tin Roof
2
The life’s work of the loremonger who owned the jar before you
3
Every courageous thought you’ve ever had, to cover for how scared you are most of
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifter Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Barn Door When the characters arrive at the Barn Door, read or paraphrase the following: The Barn Door is a three-story stone tower topped with a roof of metal shingles painted red. The only
entrance appears to be a ground-level iron door with a wooden sign bolted to it that reads in Common, “Danger! No Trespassing!”
There’s nothing outwardly peculiar about the tower. It has a retractable
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 5 (1,800 XP
what might happen to innocent creatures around it when its bestial nature takes over.
When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 5 (1,800 XP
what might happen to innocent creatures around it when its bestial nature takes over.
When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Immunities bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t silvered
Senses passive Perception 17
Languages Common (can’t speak in bear form)
Challenge 5 (1,800 XP
what might happen to innocent creatures around it when its bestial nature takes over.
When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation
. Languages. You can speak, read, and write Common. Subrace. The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation
. Languages. You can speak, read, and write Common. Subrace. The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Shifting. As a bonus action, you can assume a more bestial appearance. This transformation
. Languages. You can speak, read, and write Common. Subrace. The beast within shapes each shifter physically and mentally. The four major subraces of shifter include: beasthide, longtooth, swiftstride, and wildhunt. Choose a subrace for your shifter.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t have to be a work of literature, but it can still draw on common themes that lend a distinctive flavor to its stories. Consider these examples: A campaign about confronting the inevitability of
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Approaching the sound reveals a basilisk named Veldyskar resting in an intersection. No ordinary basilisk, Veldyskar has an Intelligence of 10 (+0) and speaks Common, Dwarvish, Giant, and Undercommon. A small
understand Common. A many-legged reptile stretches out as if it has been sitting for a long while, avoiding your eyes as it looks to the rocky floor at your feet. “About time you lot arrived! Come! The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Approaching the sound reveals a basilisk named Veldyskar resting in an intersection. No ordinary basilisk, Veldyskar has an Intelligence of 10 (+0) and speaks Common, Dwarvish, Giant, and Undercommon. A small
understand Common. A many-legged reptile stretches out as if it has been sitting for a long while, avoiding your eyes as it looks to the rocky floor at your feet. “About time you lot arrived! Come! The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t have to be a work of literature, but it can still draw on common themes that lend a distinctive flavor to its stories. Consider these examples: A campaign about confronting the inevitability of
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
doesn’t have to be a work of literature, but it can still draw on common themes that lend a distinctive flavor to its stories. Consider these examples: A campaign about confronting the inevitability of
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Approaching the sound reveals a basilisk named Veldyskar resting in an intersection. No ordinary basilisk, Veldyskar has an Intelligence of 10 (+0) and speaks Common, Dwarvish, Giant, and Undercommon. A small
understand Common. A many-legged reptile stretches out as if it has been sitting for a long while, avoiding your eyes as it looks to the rocky floor at your feet. “About time you lot arrived! Come! The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
aging beams support a steep, cone-shaped roof. One beam and part of the roof have fallen away, leaving a gaping hole open to the stormy sky. The hole in the floor forms the mouth of an enclosed shaft
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
), with these changes: Sundeth is chaotic evil. He has these racial traits: He is Large and has darkvision out to a range of 60 feet. He speaks Common and Giant. The column merges with the cavern roof
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the walls and roof, but the crude artwork is incomplete.
Descending Tunnel. The tunnel to the southeast descends hundreds of feet to level 8.
Hundreds of years ago, before the arrival of the
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the walls and roof, but the crude artwork is incomplete.
Descending Tunnel. The tunnel to the southeast descends hundreds of feet to level 8.
Hundreds of years ago, before the arrival of the
. Inside the belly of the basilisk is a gold ring set with moonstones (250 gp) and a wand of conducting. The wand, a common magic item, has 3 charges and doesn’t require attunement. The holder of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Common, Modron, Celestial, Infernal, Abyssal, and Primordial. Modrons in the Caboose The duodrone attendant who punched the characters’ tickets has another function aboard the train: making minor
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Common, Modron, Celestial, Infernal, Abyssal, and Primordial. Modrons in the Caboose The duodrone attendant who punched the characters’ tickets has another function aboard the train: making minor
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a slate roof and several chimneys. Most of the ground floor is taken up by the tavern’s common room, which contains a 40-foot-diameter open well (actually the outer shell of a sunken stone tower
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
), with these changes: Sundeth is chaotic evil. He has these racial traits: He is Large and has darkvision out to a range of 60 feet. He speaks Common and Giant. The column merges with the cavern roof
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Common, Modron, Celestial, Infernal, Abyssal, and Primordial. Modrons in the Caboose The duodrone attendant who punched the characters’ tickets has another function aboard the train: making minor
. Rear Platform A railing on the car’s rearmost platform prevents creatures from stumbling over the edge and into the dizzying blur of mechanical arms that retrieve the trailing railway tracks. A bronze ladder welded to the car provides access to its roof.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
aging beams support a steep, cone-shaped roof. One beam and part of the roof have fallen away, leaving a gaping hole open to the stormy sky. The hole in the floor forms the mouth of an enclosed shaft
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
aging beams support a steep, cone-shaped roof. One beam and part of the roof have fallen away, leaving a gaping hole open to the stormy sky. The hole in the floor forms the mouth of an enclosed shaft
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a slate roof and several chimneys. Most of the ground floor is taken up by the tavern’s common room, which contains a 40-foot-diameter open well (actually the outer shell of a sunken stone tower






